Welcome to the MTG Kaladesh gold draft guide! Last time, I went over all the cards for green.
Before I get into my rating for each card, here’s a brief overview of my MTG Kaladesh gold draft guide rating system.
- 1 – Bad card or only useful in the sideboard
- 2 – Passable, but not something I would pick early or often
- 3 – A solid card I’m happy to pick most of the time
- 4 – Powerful cards that provide a lot of value on their own
- 5 – Cards that will almost always win the game if your opponents can’t deal with them
Now that we know how I’ll be rating each card, let’s get straight into the ratings.
MTG Kaladesh Gold Draft Guide
Ajani Unyielding – 4
Although this set is a little slow for 6-mana planeswalkers, Ajani is still a powerhouse card. Most likely, he will act as a 6-mana removal spell. However, if your opponent allows you to do anything beyond that, then he’s an absolute bomb.
Cloudblazer – 3.5
The benefits you’re getting here for 5-mana are great. Add a few blink spells to your deck and you got yourself value.
Contraband Kingpin – 2.5
A solid enabler for Dimir artifact decks. Plus, with a 1/4 lifelinking body, you’ll easily prevent aggro decks from getting an early lead
Dark Intimations – 1.5
This spell does offer a bunch of great effects, however, it’s just too hard to cast. Kaladesh Remastered draft is a fast format in MTG. You shouldn’t be spending time trying to cast a 3-color spell unless it’s really going to help you win the game.
Depala, Pilot Exemplar – 3
No, you shouldn’t build Dwarf Tribal. Yes, you should be trying to build around her third ability. Anyway, Depala is a solid build-around that works with several other commons and uncommons in white and red.
Dovin Baan – 4
Dovin Baan is a Planeswalker I can get behind. He’s a steady stream of card advantage and life gain while being able to protect himself.
Empyreal Voyager – 3
I’d easily first pick Empyreal Voyager if my rare was complete garbage. It has really strong stats and is a great card to use combat tricks on. Not to mention Empyreal Voyager will give you a steady stream of energy counters!
Engineered Might – 1
The sad part about this spell is that both options suck. The first option is just way too expensive for what it does. That leaves you with the second option, which would only be useful if it gave trample instead of vigilance.
In summary, you don’t need Engineered Might to run a successful Selesyna go-wide deck.
Hazardous Conditions – 1.5
Negative 2 toughness isn’t going to kill anything in this set. Unless you’re going against a servo go-wide deck, I’d leave this card in the sideboard.
Hidden Stockpile – 3.5
You’d be surprised how easy it is to get this revolt engine going. Plus, you get to scry every turn!
Kambal, Consul of Allocation – 3
Since your opponent will need to use a removal spell on Kambal, you’re always guaranteed a 1-trigger. Any more triggers and Kambal has done more than enough for 3-mana.
Maverick Thopterist – 4
I love how well this synergizes with Fabricate. Create a few servos on turn 2-3, and you’ll consistently cast Maverick Thopterist on turn 4. A 4-mana 4/4 on 3 bodies is always good.
Oath of Ajani – 3
When I draft an aggressive go-wide deck, I love topping off my curve with cards like Inspiring Roar. Having that same effect for only 2 mana is exactly why Oath of Ajani is amazing.
Outland Boar – 2.5
A boar-ing card, but it has good stats and can’t get chump blocked by servos.
Rashmi, Eternities Crafter – 4.5
Welcome to value heaven. A place where dreams come true and spells are cast for free. Would you like to see it for yourself? Then pick up Rashmi every time you get a chance. She’ll take you there.
Renegade Rallier – 2
To make sure this isn’t just a 3-mana 3/2, you need to trigger revolt early and have permanents to return. I don’t think you’ll be able to do that reliably, which makes this card just okay.
Renegade Wheelsmith – 3
I got strong Tron vibes from this card for some reason. Anyway, this is a great card to enable your vehicles.
Restoration Gearsmith – 3
I’m pretty sure you’ll always have a target for Restorattion Gearsmith by the time you reach turn 4.
Rogue Refiner – 3.5
It was a staple standard card back in the day, so why wouldn’t it be good in limited?
Saheeli Rai – 2
Unfortunately, Saheeli just doesn’t offer enough value and can’t protect herself. It doesn’t hurt your deck to include her, but don’t expect anything crazy.
Spire Patrol – 3
An aggressively costed flyer that’s great for any Azorius deck. The ability to tap down your opponent’s best creature for two turns is always nice.
Tezzeret the Schemer – 2.5 // 4
Tezzeret is a strong planeswalker, protects itself, and starts with a high loyalty count. That said, you’ll need to build around Tezzeret to make sure he’s a bomb.
Tezzeret’s Touch – 3
I’ve found a good amount of success with this card. I’m more than happy to put this aura on a servo, but it’s best when combined with a puzzleknot.
Unlicensed Disintegration – 4.5
By far, the best removal spell I’ve seen in this set. It’s instant speed and can even bolt your opponent in the face.
Veteran Motorist – 3
A clear enabler for Boros vehicles. If that’s the direction you’re going towards, Veteran Motorist is great.
Voltaic Brawler – 3.5
You can easily develop an early lead with Voltaic Brawler. He’s a 2-mana 4/3 attacker, which is absurd. Most 4/3 creature’s cost four to five mana.
Weldfast Engineer – 3
Your servos aren’t going to look so harmless after you include Welfast Engineer into your deck.
Whirler Virtuoso – 3
Getting free thopters is a very nice ability. The only downside is that paying 3 energy is a hefty price.
Winding Constrictor – 4
Winding Constrictor is awesome. It gives you extra +1/+1 counters and energy counters.